C++ API Reference
vp2BlinnShader/vp2BlinnShader.cpp
//-
// ==========================================================================
// Copyright 2015 Autodesk, Inc. All rights reserved.
//
// Use of this software is subject to the terms of the Autodesk
// license agreement provided at the time of installation or download,
// or which otherwise accompanies this software in either electronic
// or hard copy form.
// ==========================================================================
//+
#include <maya/MIOStream.h>
#include <math.h>
#include <cstdlib>
//#include <maya/MGlobal.h>
#include <maya/MString.h>
#include <maya/MPlug.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFloatVector.h>
#include <maya/MFnPlugin.h>
#include <maya/MFnDependencyNode.h>
//#include <maya/MUserData.h>
//#include <maya/MHardwareRenderer.h>
// Includes for swatch rendering
#include <maya/MHWShaderSwatchGenerator.h>
#include <maya/MImage.h>
#include <maya/MRenderUtilities.h>
#include <maya/MMatrix.h>
// Viewport 2.0 includes
#include <maya/MDrawRegistry.h>
#include <maya/MPxShaderOverride.h>
#include <maya/MDrawContext.h>
#include <maya/MStateManager.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MShaderManager.h>
#undef ENABLE_TRACE_API_CALLS
//#define ENABLE_TRACE_API_CALLS 1
#ifdef ENABLE_TRACE_API_CALLS
#define TRACE_API_CALLS(x) cerr <<(x)<<"\n"
#else
#define TRACE_API_CALLS(x)
#endif
#include "vp2BlinnShader.h"
// Node id
MTypeId vp2BlinnShader::id( 0x00081102 );
// Node attributes
MObject vp2BlinnShader::aColor;
MObject vp2BlinnShader::aDiffuse;
MObject vp2BlinnShader::aTransparency;
MObject vp2BlinnShader::aSpecularColor;
MObject vp2BlinnShader::aSpecularRolloff;
MObject vp2BlinnShader::aEccentricity;
MObject vp2BlinnShader::aNonTexturedColor;
MObject vp2BlinnShader::aNonTexturedTransparency;
// This plug-in implementation shows the usage of an MPxShaderOverride for
// a Maya shader node.
//
// The purpose is to show as simple a plug-in as possible without worrying
// about the details of trying to write a shader system.
//
// As such it attempts to (re)use as many internal VP2 API
// intterfaces and constructs as possible.
//
// In this case the plug-in will use a stock shader instance (MShaderInstance)
// as it's single internal shader. As part of initialization it will reuse
// internal MShaderInstance utility methods to show how a DX11 shader signature
// can be set as as well as how to return the vertex requirements simply.
// As there is only one shader instance the shader key used is also simplistic
// as it can be a constant value.
//
// Transparency notificaiton is handle by setting the MPxShaderOverride::isTransparent()
// virtual method return value appropriately based on node attribute values.
//
// The code also demonstrates handling of non-textured draw by providing another stock
// MShaderInstance to be returned from MPxShaderOverride::nonTexturedShaderInstance()
// It will also handle transparency by appropriately updating the shader instance
// transparency hint using MShaderInstance::setIsTransparent().
//
// For update, the node attributes match a few of the MShaderInstance parameters
// to show DG update and device update. Additional attributes are added to
// show how the non-texture mode shader instance parameters can be driven
// by attribute changes.
//
// For drawing, the code reuses the internally provided binding interfaces on
// MShaderInstance as well as the utility geometry drawing method:
// MPxShaderOverride::drawGeometry().
//
// For swatch rendering the basic VP2 supplied utility
// MRenderUtilities::renderMaterialViewerGeometry() is used.
//
// (De)registration is shown as part of plug-in (de)initialization, noting
// that the MPxShaderOverride association to the MPxNode node is achieved
// by supplying the same "drawdb/shader" classification for both registration
// interfaces.
//
// Node methods
void * vp2BlinnShader::creator()
{
TRACE_API_CALLS("vp2BlinnShader::creator");
return new vp2BlinnShader();
}
vp2BlinnShader::vp2BlinnShader()
{
TRACE_API_CALLS("vp2BlinnShader::vp2BlinnShader");
}
vp2BlinnShader::~vp2BlinnShader()
{
TRACE_API_CALLS("vp2BlinnShader::~vp2BlinnShader");
}
MStatus vp2BlinnShader::initialize()
{
// Shader attributes for the node
// They have been created to match internal parameters of the
// hardware shader instance
//
TRACE_API_CALLS("vp2BlinnShader::initialize");
// Create textured mode input attributes
aColor = nAttr.createColor( "color", "c");
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.6f, 0.6f, 0.6f);
nAttr.setAffectsAppearance( true );
aDiffuse = nAttr.create( "diffuse", "dc", MFnNumericData::kFloat );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.8);
nAttr.setMax(1.0f);
nAttr.setMin(0.0f);
nAttr.setAffectsAppearance( true );
aTransparency = nAttr.create( "transparency", "tr", MFnNumericData::kFloat );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.0f);
nAttr.setMax(1.0f);
nAttr.setMin(0.0f);
nAttr.setAffectsAppearance( true );
aSpecularColor = nAttr.createColor( "specularColor", "sc" );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(1.0f, 1.0f, 1.0f);
nAttr.setAffectsAppearance( true );
aSpecularRolloff = nAttr.create( "specularRollOff", "sro", MFnNumericData::kFloat );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.7);
nAttr.setMax(1.0f);
nAttr.setMin(0.0f);
nAttr.setAffectsAppearance( true );
aEccentricity = nAttr.create( "eccentricity", "ec", MFnNumericData::kFloat );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.3);
nAttr.setMax(1.0f);
nAttr.setMin(0.0f);
nAttr.setAffectsAppearance( true );
// Create non-textured mode input attributes
aNonTexturedColor = nAttr.createColor( "nonTexturedColor", "nc");
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(1.0f, 0.0f, 0.0f);
nAttr.setAffectsAppearance( true );
aNonTexturedTransparency = nAttr.create( "nonTexturedTransparency", "nt", MFnNumericData::kFloat );
nAttr.setStorable(true);
nAttr.setKeyable(true);
nAttr.setDefault(0.0f);
nAttr.setMax(1.0f);
nAttr.setMin(0.0f);
nAttr.setAffectsAppearance( true );
// create output attributes here
// outColor is the only output attribute and it is inherited
// so we do not need to create or add it.
//
// Add the attributes to the node
addAttribute(aColor);
addAttribute(aDiffuse);
addAttribute(aTransparency);
addAttribute(aSpecularColor);
addAttribute(aSpecularRolloff);
addAttribute(aEccentricity);
addAttribute(aNonTexturedColor);
addAttribute(aNonTexturedTransparency);
attributeAffects (aColor, outColor);
attributeAffects (aDiffuse, outColor);
attributeAffects (aTransparency, outColor);
attributeAffects (aSpecularColor, outColor);
attributeAffects (aSpecularRolloff, outColor);
attributeAffects (aEccentricity, outColor);
attributeAffects (aNonTexturedColor,outColor);
attributeAffects (aNonTexturedTransparency,outColor);
return MS::kSuccess;
}
//
// Very simplistic software compute for the Maya software renderer
// This code is not the focus of this plug-in example so just
// returns a constant color.
//
MStatus vp2BlinnShader::compute(
const MPlug& plug,
MDataBlock& block )
{
TRACE_API_CALLS("vp2BlinnShader::compute");
if ((plug != outColor) && (plug.parent() != outColor))
return MS::kUnknownParameter;
MFloatVector & color = block.inputValue( aColor ).asFloatVector();
// set output color attribute
MDataHandle outColorHandle = block.outputValue( outColor );
MFloatVector& outColor = outColorHandle.asFloatVector();
outColor = color;
outColorHandle.setClean();
return MS::kSuccess;
}
// Swatch rendering:
// Does not matter the mode for the viewport VP1 or VP2
// Uses material viewer utility which uses the VP2 render to draw the swatch.
MStatus vp2BlinnShader::renderSwatchImage( MImage & outImage )
{
{
// Use some sample objects for display
MString meshSphere("meshTeapot");
MString meshShaderball("meshShaderball");
unsigned int targetW, targetH;
outImage.getSize(targetW, targetH);
return MHWRender::MRenderUtilities::renderMaterialViewerGeometry(targetW > 128 ? meshShaderball : meshSphere,
thisMObject(),
outImage,
}
return MS::kSuccess;
}
// Viewport 2.0 shader override implementation
class vp2BlinnShaderOverride : public MHWRender::MPxShaderOverride
{
public:
// Static method to create a new override
static MHWRender::MPxShaderOverride* Creator(const MObject& obj)
{
return new vp2BlinnShaderOverride(obj);
}
// Release the textured and non-textured mode shaders.
~vp2BlinnShaderOverride() override
{
if (theRenderer)
{
const MHWRender::MShaderManager* shaderMgr = theRenderer->getShaderManager();
if (shaderMgr)
{
if (fColorShaderInstance)
{
shaderMgr->releaseShader(fColorShaderInstance);
}
fColorShaderInstance = NULL;
if (fNonTexturedColorShaderInstance)
{
shaderMgr->releaseShader(fNonTexturedColorShaderInstance);
}
fColorShaderInstance = NULL;
}
}
}
// 1. Initialize phase
// For this plug-in we simply set up geometry requirements
// based on an MShaderInstance
//
MString initialize(const MInitContext& initContext,
MInitFeedback& initFeedback) override
{
TRACE_API_CALLS("vp2BlinnShaderOverride::initialize");
if (fColorShaderInstance)
{
// This plugin is using the utility method
// MPxShaderOverride::drawGeometry(). For DX11 drawing,
// a shader signature is required. We use
// the signature from the same MShaderInstance used to
// set the geometry requirements so that the signature
// will match the requirements.
//
addShaderSignature( *fColorShaderInstance );
// Set the geometry requirements based on the shader instance
setGeometryRequirements( *fColorShaderInstance );
}
return MString("Autodesk Maya vp2 Blinn Shader Override");
}
// 2. Update Phase
// Access the node attributes and cache the values to update
// during updateDevice()
//
void updateDG(MObject object) override
{
TRACE_API_CALLS("vp2BlinnShaderOverride::updateDG");
if (object == MObject::kNullObj)
return;
// Get the hardware shader node from the MObject.
vp2BlinnShader *shaderNode = (vp2BlinnShader *) MPxHardwareShader::getHardwareShaderPtr( object );
if (!shaderNode)
return;
// Cache any data from the node to local data members.
MStatus status;
MFnDependencyNode node(object, &status);
if (status)
{
node.findPlug("colorR", true).getValue(fDiffuseColor[0]);
node.findPlug("colorG", true).getValue(fDiffuseColor[1]);
node.findPlug("colorB", true).getValue(fDiffuseColor[2]);
node.findPlug("diffuse", true).getValue(fDiffuse);
node.findPlug("transparency", true).getValue(fTransparency);
fDiffuseColor[3] = 1.0f - fTransparency;
node.findPlug("specularColorR", true).getValue(fSpecular[0]);
node.findPlug("specularColorG", true).getValue(fSpecular[1]);
node.findPlug("specularColorB", true).getValue(fSpecular[2]);
node.findPlug("specularRollOff", true).getValue(fSpecularRollOff);
node.findPlug("eccentricity", true).getValue(fEccentricity);
node.findPlug("nonTexturedColorR", true).getValue(fNonTextured[0]);
node.findPlug("nonTexturedColorG", true).getValue(fNonTextured[1]);
node.findPlug("nonTexturedColorB", true).getValue(fNonTextured[2]);
node.findPlug("nonTexturedTransparency", true).getValue(fNonTexturedTransparency);
fNonTextured[3] = 1.0f - fNonTexturedTransparency;
}
}
// 2. Update Phase
// Call into utility method to update the shader instance
// when device level update is allowed.
void updateDevice() override
{
updateShaderInstance();
}
// 2. Update Phase
// Transparency hint
bool isTransparent() override
{
TRACE_API_CALLS("vp2BlinnShaderOverride::isTransparent");
return (fTransparency > 0.0f);
}
// 2. Update Phase
// There is nothing to do at the end of update.
// Method is included for debug tracing only.
void endUpdate() override
{
TRACE_API_CALLS("vp2BlinnShaderOverride::endUpdate");
}
// 3. Draw Phase
// Return the shader instance used for rendering
{
TRACE_API_CALLS("vp2BlinnShaderOverride::shaderInstance");
return fColorShaderInstance;
}
// 3. Draw Phase
// Bind the shader on activateKey() and
// the termination occur in terminateKey().
void activateKey(MHWRender::MDrawContext& context, const MString& key) override
{
MString out("vp2BlinnShaderOverride::activateKey[");
out += key;
out += "]";
TRACE_API_CALLS(out.asChar());
fColorShaderInstance->bind( context );
}
// 3. Draw Phase
// Use custom shader instance
//
const MHWRender::MRenderItemList& renderItemList) const override
{
MString out("vp2BlinnShaderOverride::draw[Count=");
out += renderItemList.length();
out += "]";
TRACE_API_CALLS(out);
// Activate all the shader passes and draw using internal draw methods.
unsigned int passCount = fColorShaderInstance->getPassCount( context );
for (unsigned int i=0; i<passCount; i++)
{
fColorShaderInstance->activatePass( context, i );
}
return true;
}
// 3. Draw Phase
// Unbind / terminate the shader instance here.
void terminateKey(MHWRender::MDrawContext& context, const MString& key) override
{
MString out("vp2BlinnShaderOverride::terminateKey[");
out += key;
out += "]";
TRACE_API_CALLS(out.asChar());
// Unbind the shader
fColorShaderInstance->unbind( context );
}
// We are using an internal resources so we support all draw APIs
// automatically.
{
}
// Supply a shader instance to be used when in non-textured mode. This
// allows for identification of objects using the "non-textured" mode color.
//
{
TRACE_API_CALLS("vp2BlinnShaderOverride::nonTexturedShaderInstance");
if (fNonTexturedColorShaderInstance)
{
monitor = true;
// Mark whether the shader is transparent or not
fNonTexturedColorShaderInstance->setIsTransparent( fNonTexturedTransparency > 0.0f );
fNonTexturedColorShaderInstance->setParameter("diffuse", 0.8f );
float spec[3] = { 1.0f, 1.0f, 1.0f };
fNonTexturedColorShaderInstance->setParameter("specularColor", &spec[0]);
fNonTexturedColorShaderInstance->setParameter("eccentricity", 0.3f);
fNonTexturedColorShaderInstance->setParameter("specularRollOff", 0.7f);
return fNonTexturedColorShaderInstance;
}
return NULL;
}
protected:
//
// Update the shader using the values cached during DG evaluation
// Called from updateDevice() during update phase.
//
void updateShaderInstance()
{
TRACE_API_CALLS("vp2BlinnShaderOverride::updateShaderInstance");
if (fColorShaderInstance)
{
static bool debugShaderParameters = false;
if (debugShaderParameters)
{
fColorShaderInstance->parameterList(list);
for (unsigned int i=0; i<list.length(); i++)
{
MHWRender::MShaderInstance::ParameterType ptype = fColorShaderInstance->parameterType(list[i]);
fprintf(stderr, "Param[%d] = %s. type=%d\n", i, list[i].asChar(), ptype);
}
}
// Update shader to mark it as drawing with transparency or not.
fColorShaderInstance->setIsTransparent( isTransparent() );
float trans[3] = { fTransparency, fTransparency, fTransparency };
fColorShaderInstance->setParameter("transparency", &trans[0]);
fColorShaderInstance->setParameter("diffuse", fDiffuse);
fColorShaderInstance->setParameter("color", &fDiffuseColor[0]);
fColorShaderInstance->setParameter("specularColor", &fSpecular[0]);
fColorShaderInstance->setParameter("eccentricity", fEccentricity);
fColorShaderInstance->setParameter("specularRollOff", fSpecularRollOff);
}
if (fNonTexturedColorShaderInstance)
{
fNonTexturedColorShaderInstance->setIsTransparent( fNonTexturedTransparency > 0.0f );
float trans[3] = { fNonTexturedTransparency, fNonTexturedTransparency, fNonTexturedTransparency };
fNonTexturedColorShaderInstance->setParameter("transparency", &trans[0]);
fNonTexturedColorShaderInstance->setParameter("color", &fNonTextured[0]);
}
}
// Code to create MShaderInstances using a stock internal Blinn shader
// Create one shader for textured mode and one for non-textured mode.
//
void createShaderInstance()
{
TRACE_API_CALLS("vp2BlinnShaderOverride::createShaderInstance");
const MHWRender::MShaderManager* shaderMgr = renderer ? renderer->getShaderManager() : NULL;
if (!shaderMgr)
return;
if (!fColorShaderInstance)
{
fColorShaderInstance = shaderMgr->getFragmentShader("mayaBlinnSurface", "outSurfaceFinal", true);
}
if (!fNonTexturedColorShaderInstance)
{
fNonTexturedColorShaderInstance = shaderMgr->getFragmentShader("mayaBlinnSurface", "outSurfaceFinal", true);
if (fNonTexturedColorShaderInstance)
{
fNonTexturedColorShaderInstance->setParameter("color", &fNonTextured[0]);
}
}
}
//
// Constructor. Simply initialize shader instances for usage.
//
vp2BlinnShaderOverride(const MObject& obj)
: MHWRender::MPxShaderOverride(obj)
, fColorShaderInstance(NULL)
, fNonTexturedColorShaderInstance(NULL)
, fNonTexturedTransparency(0.0f)
, fTransparency(0.0f)
, fDiffuse(0.8f)
, fEccentricity(0.3f)
, fSpecularRollOff(0.7f)
{
fDiffuseColor[0] = fDiffuseColor[1] = fDiffuseColor[2] = fDiffuseColor[3] = 0.0f;
fSpecular[0] = fSpecular[1] = fSpecular[2] = 0.0f;
fNonTextured[0] = 1.0; fNonTextured[1] = fNonTextured[2] = fNonTextured[3] = 0.0f;
fNonTexturedTransparency = 1.0f;
// Create a shader instance to use for drawing
//
createShaderInstance();
}
// Cached shader inputs values
float fTransparency;
float fDiffuse;
float fDiffuseColor[4];
float fSpecular[3];
float fSpecularRollOff;
float fEccentricity;
float fShininess[3];
float fNonTextured[4];
float fNonTexturedTransparency;
// Shader to use to draw with
MHWRender::MShaderInstance *fColorShaderInstance;
// Shader to use to draw non-textured with
MHWRender::MShaderInstance *fNonTexturedColorShaderInstance;
};
// Plug-in handling
static const MString svp2BlinnShaderRegistrantId("vp2BlinnShaderRegistrantId");
// Note that we use the same drawdb classification for both registerNode()
// and registerShaderOverrideCreator() to associate the override with the Maya node.
//
MStatus initializePlugin( MObject obj )
{
TRACE_API_CALLS("initializePlugin");
MStatus status;
const MString UserClassify( "shader/surface/utility/:drawdb/shader/surface/vp2BlinnShader:swatch/"+swatchName);
MFnPlugin plugin( obj, PLUGIN_COMPANY, "1.0", "Any");
status = plugin.registerNode( "vp2BlinnShader", vp2BlinnShader::id,
vp2BlinnShader::creator, vp2BlinnShader::initialize,
MPxNode::kHardwareShader, &UserClassify );
if (!status) {
status.perror("registerNode");
return status;
}
// Register a shader override for this node
"drawdb/shader/surface/vp2BlinnShader",
svp2BlinnShaderRegistrantId,
vp2BlinnShaderOverride::Creator);
if (status != MS::kSuccess) return status;
return MS::kSuccess;
}
MStatus uninitializePlugin( MObject obj )
{
TRACE_API_CALLS("uninitializePlugin");
MStatus status;
MFnPlugin plugin( obj );
// Unregister the shader node
plugin.deregisterNode( vp2BlinnShader::id );
if (!status) {
status.perror("deregisterNode");
return status;
}
// Deregister the shader override
"drawdb/shader/surface/vp2BlinnShader", svp2BlinnShaderRegistrantId);
if (status != MS::kSuccess) return status;
return MS::kSuccess;
}